From c1fd43cd641fd7767900f2632c68052f4be74c55 Mon Sep 17 00:00:00 2001
From: gered
+ * Note:
+ * Minimalistic grouping strategy that splits decals into opaque and transparent ones enabling and disabling blending as needed.
+ * Opaque decals are rendered first (decal color is ignored in opacity check).
+ * Can produce invisible artifacts when transparent decals overlap each other.
+ *
+ * Needs to be explicitely disposed as it might allocate a ShaderProgram when GLSL 2.0 is used.
+ *
+ * States (* = any, EV = entry value - same as value before flush):
+ * This is almost exactly the same as {@link com.badlogic.gdx.graphics.g3d.decals.CameraGroupStrategy} except that
+ * this version requires shader support and it's shader has been slightly modified to perform a simple alpha-test
+ * in the fragment shader.
+ *
+ * Use this strategy only if the vast majority of your decals are opaque and the few transparent ones are unlikely to overlap.
+ *
+ *
+ *
+ *
+ *
+ *
+ * expects
+ * exits on
+ *
+ *
+ * glDepthMask
+ * true
+ * EV
+ *
+ *
+ * GL_DEPTH_TEST
+ * enabled
+ * EV
+ *
+ *
+ * glDepthFunc
+ * GL_LESS | GL_LEQUAL
+ * EV
+ *
+ *
+ * GL_BLEND
+ * disabled
+ * EV | disabled
+ *
+ *
+ * glBlendFunc
+ * *
+ * *
+ *
+ *
+ * GL_TEXTURE_2D
+ * *
+ * disabled
+ *